procaster travel game ii

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procaster travel game ii

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Daiwa Procaster Game Ii 2.40 m

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Daiwa Procaster Game Ii 2.40 m

About this item.

  • Weight (g): 216
  • Length (cm): 240
  • Sections: 4
  • Rings number: 7
  • Transport length (cm): 61

Product Description

Weight (g): 216 Length (cm): 240 Sections: 4 Rings number: 7 Transport length (cm): 61 Power (gr): 20-80

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Canne daiwa procaster game (2) 244 h 2.40m 20-80g

Canne daiwa procaster game (2) 244 h 2.40m 20-80g - Cannes | Pacific Pêche

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Description & détails

Description, détails.

  • Longueur : 2.40m
  • Puissance : 20-80g
  • Nbre éléments : 4
  • Encombrement : 0.61m
  • Poids : 216g
  • Blank carbone
  • Emmanchement spigot
  • Anneaux SiC tripattes
  • Porte-moulinet tubulaire à vis
  • Poignée mousse EVA haute densité
  • Action de pointe forte
  • Pommeau caoutchouc au talon

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Daiwa Sea Lure Fishing Rod PROCASTER TRAVEL GAME II 20-80 G -go fishing kf4f886e7e064b7512d41d113432f1f6f scaled

Daiwa Sea Lure Fishing Rod PROCASTER TRAVEL GAME II 20-80 G

$ 59.99 $ 41.99

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procaster travel game ii

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This rod is designed to tackle big fish. The travel format means that you can take it anywhere.Procaster Game II rods are designed for medium- and heavy-duty sea fishing.

– Length: 2.40 m – Transport length: 61 cm – Weight: 216 g – No. components: 4 – Guides: 7 seaguide Atlas – Casting weight: 20 g – 80 g – Action: fast – Rubber knobs at the butt

Reel recommendations

We recommend using this reel from size 4000 to 5000. Size 4000 will be more for versatile lure fishing (seabass, etc.). Size 5000 is more aimed at strong fishing like tropical light fishing.

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Travel rod Daiwa Procaster Game III

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The Daiwa Procaster Game II Travel rods are ideal to take on vacation, and to be able to practice fishing at medium or strong cast in the sea.

With this rod you can enjoy the practice of shore jigging, which consists of throwing and collecting, from the seashore.

  • Carbon blank.
  • Spigot plug.
  • SiC tripat rings.
  • Threaded tubular reel seat.
  • High density EVA foam grip.
  • Strong tip action.
  • Rubber knob on the heel.

244 H model features:

  • Length: 2.40 m
  • Sections: 4
  • Folded: 61 cm
  • Action: 20-80 g
  • Weight: 216g

Model 274 H features:

  • Length: 2.70 m
  • Folded: 73 cm
  • Weight: 240g

Features model 304 H:

  • Length: 3.00 m
  • Folded: 81 cm
  • Weight: 268g

Model 274 XH Features:

  • Folded: 71 cm
  • Action: 30-120 g
  • Weight: 242g

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  • RESISTENCIA
  • MEMORIA DE UNA CAÑA
  • ACCIÓN
  • EMPUÑADURA
  • Ultra-ligeras.
  • Ultra-pesadas.
  • Zona crítica: momento en el que la punta de la caña está sometida a la mayor carga, pudiendo vencer su resistencia y romper con facilidad.
  • Zona de fuerza: posición óptima para la caña, donde podrá hacer los mayores esfuerzos y se utiliza correctamente.
  • Zona de tensión: posición en el que el carrete y la línea sufren la mayor tensión.
  • Cañas de acción rápida o de punta: tienden a doblarse en su punta. Otorgan mayor sensación de pesca pero resultan menos eficaces a la hora de realizar lances largos.
  • Cañas de acción media: doblan en el medio de la caña. Dan una buena sensación de pesca y son adecuadas para lances medios.
  • Cañas de acción lenta o total: doblan en toda su longitud. Resultan las más adecuadas para lances largos.
  • Fibra de vidrio (maciza o hueca).
  • Fibra de carbono o Grafito.
  • Kevlar: resina muy fuerte y a la vez muy ligera que se utiliza en blindajes de chalecos y vehículos y que en la actualidad está siendo introducida en la fabricación de cañas de pescar, aunque su alto precio hace que su uso no esté muy extendido.
  • Compuesta: mezcla de fibra de vidrio, grafito, kevlar u otros materiales.

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PROCASTER GAME III TRAVEL PRGM304XHCF

procaster travel game ii

Specifications

  • Weight (g) 308g
  • Tige number 4
  • Length (cm) 300cm

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Daiwa Procaster Game III

The Procaster Game III range is developed for medium and heavy cast fisheries at sea. These canes are equipped with a carbon braiding that strengthens the power at the heel. It has 6 4 strand models with a small footprint for travel or to occupy only a small place in the middle of the family holiday luggage.

Blank carbone Haut Module finition Micro Pitch Spigot nozzle Sea Guide Tangle Rings Screw Tube Reel Holder High density EVA foam handle Strong Peak Rubber knob at heel

  • PRGM244XHCF
  • PRGM274XHCF
  • PRGM304XHCF

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Four Roads to Moscow: Map and OB Evaluation

Four Roads to Moscow Review - title image

Four Roads to Moscow

Four Roads to Moscow , included in the Against the Odds Annual Edition for 2010, is comprised of four game modules in one package. Each is designed by a veteran game designer and each deals with the German advance on Moscow during World War II. In this article, veteran game designer Lou Coatney takes a look at the maps and orders of battle for each of the four games...

Map and OB Evaluations

At great personal financial cost (for minimum-pension me), I got a copy of Four Roads to Moscow . The competing/comparative designs concept and packaging are fascinating, and I thank Andy Loakes for getting it to me, even with Paul Rohrbaugh's neat link between John Prados's pre-invasion game and the others.

All the components are *beautifully* rendered graphically. However, I have some concerns about the maps and orders of battle (as usual) so far, that Andy Nunez might want to consider for the future.

Roger Nord's game Strike the Bear has an ingeniously innovative octagonal grid with squares in the gaps on its map, by Randy Lein , but the rivers and lakes (which do have terrain effects) squirt all over the mapboard oblivious to the grid (bringing back nightmares of trying to figure where rivers were in the ancient classic "Fall of Dunkirk").

Ted Raicer's game Hitler Turns East - mapmaker Randy Lein again - has the Dvina river not touching the Gulf of Riga at all, at Riga, but flowing *east* from east of there! (Some here may remember me questioning Ted not having a Baranovichi-to-Bobruisk line in his point-to-point "Barbarossa to Berlin", but this is pretty strange. Didn't Ted get a chance to proof the map? Was it a publication deadline casualty? Trying to get all 4 games finished and packaged together at all was a remarkable feat for Against the Odds .

And Dvinsk seems too far north. Before I try Ted's game, I'm going to make some corrections for my copy, and I'd be willing to share those with Andy, if he wants me to. (I keep saying that for a free copy of a corps level or above Russian Front game, I would be happy to look over the mapsheet, to see if there are any corrections I could suggest, but...)

Mike Rinella's game Slaughterhouse is a point-to-point movement game. Terrain is only a general consideration - points in rough terrain or the Pripet marshes have an effect, but those are easy to see since the route selections or grades themselves can resolve such considerations. However, it lacks many obvious connections. I assume Mike's reason for the early connections from the border not being laterally linked (like Riga and Dvinsk aren't) is because each army (group) was supposed to have its own exclusive route of advance, but lateral shifts of units *were* made by both sides, and players should be able to make them. Another (of many possible) example(s) is the lack of a connection between Vichniy Volochek and Novgorod, which would complete the historically important most direct route between Moscow and Leningrad. Novgorod, Demyansk, and Velikiye Luki seem too far north. Even with point to point, it is important to keep relative locations accurate. And I'm not talking about the original East Front Solitaire's points running so far afield of their placenames. ☺

Of course, John Prados' typically creative Codeword: Barbarossa about the strategic runup to Barbarossa is the real prize. It is classic old Avalon Hill "Origins of World War 2" with lots of historical event cards and real strategic creation and shifting of military forces. Threats vs. bluffs or, as happened historically, threats which disastrously turned out to be bluffs. シ "Origins of Barbarossa" could be another title for it. ☺

Brandon Pennington did this area map too, and it looks very appropriately functional, although I do wonder if that long north-south area east of Lake Chud/Peipus should be there. (Maybe it was spawned from playtesting?) And I really like seeing Transylvania in BLACK. Maybe that could use a barely perceptible figure in its shadows. ☺

Orders of Battle

As to a preliminary impression of the games' orders of battle, I should describe what my research leads me to think are the stronger vs. weaker 22-Jun-41 units. For the German field/infantry armies, 4th and 18th were strong. 6th started weak but grew strong. For the panzer groups, Guderian's 2nd PzGp started the strongest both in equipment and (his) initiative, followed by 3rd, 1st, and 4th in that order. At the panzer korps level, Guderian's go-to 24th, Hoepner/3rd's 39th, and Hoth/4th's 41st were strong, although in the latter case, von Manstein's 56th made up for material weakness with his bridge-grabbing dash.

As to the Russians, strong frontier "combined arms" armies were 8th, 11th, 10th, and 23rd, followed closely by 5th, 6th, 9th (depending on whether or not the 18th is subtracted from it), and 12th. For the Battle of Moscow, Rokossovsky would be in command of 16th which was back in the Reserve echelon on 22-Jun-41, so it could be made strong for the later game too. As to the slow 1941 mech corps, the strongest were 1st (Len), 3rd (Balt), 4th(! Kiev), 6th (West), 7th(! back in Reserve near Vyazma), 8th (Kiev), and 15th (Kiev), followed by 5th (Reserve), 10th (Len), 11th (West), 12th (Balt), and 14th (West), with the others up through the 25th variously weak. (Glantz Initial Period of War and Krupchenko Sovetski Tankoviye Voiska. By the way, I got a free copy of GDW's "Fire in the East", thanks to my help with the Russian mexkors' strengths and locations... although why 12th was still made stronger than 3rd ...?)

Strike the Bear is at army level with corps breakdowns and independent Russian mechanized corps. For the Germans, 4th, 9th, 16th, and 18th armies are the strongest, but there is no 2nd Army at all. The panzer groups vary slightly in strength, historically. For the Russians, 10th, 23rd, and 26th(?) are strong armies. 3rd is the only strongest mexkor and is shown as pure armor rather than mechanized like the others.

Ted's Hitler Turns East has all-equal/uniform strengths for German field armies and panzer korps, although those may be at varying 22-Jun-41 step-reduction strengths? For the Russians, army strengths are consistent with history, as I have described. However, Ted has grouped the mexkors into pairs as was done for GDW's old Series 120 "1941: Operation Barbarossa", and as in that case some of the groupings are not logical and also all of them have an un-reduceable strength of 2 (vs. the standard pzkps 4). But 7th MexKor alone is a whopping 4 all by itself, although still having the 4-x army/group unit level marking. (Its 1st Moscow Motorized Rifle Division was a showpiece unit, but ....) There is also the 1st Guards Cavalry *Army* - Budyonny's KonArmiya? ☺ - and a west-facing 1-factor "free radical" T-34 unit with the only icon besides air/StuKA units (which are all diving *from the east*, oddly) in the games.

Mike Rinella has all 8 field armies and all 4 panzer groups for the Germans. As well, there are *9* Security divisions (to deal with the 1 Russian Partisan unit, apparently,. ☺) For the Russians, Mike has 11 front - army group xxxxx - units, some geographically referenced armies, and 4 shock armies like Ted's (but not Roger's) game does.

John's Codeword Barbarossa "pregame" has 10 of the 11 German panzerkorps, but an Afrika Korps unit instead of the 40th. He appears to have the starting infantry and mountain korps. Unlike the other games, he has no Axis allies. Like all the other games, he has a German parachute korps. For the Russians, he has all 23 of the 22-Jun-41 armies - even 7th and 14th which were facing Finland north of Leningrad - no less than 24 mexkors, a parachute korps, and the 6th (Cossack) KavKor. There is a "reinforced" backside of the units, as well as fortification( marker)s which apparently can be built and then dismantled to be rebuilt in more strategically advantageous locations, unless caught by surprise under construction, presumably. Fascinating.

Such is my initial survey of Four Roads to Moscow's contents. As to whether I play them, I don't know.

At the army- front level, I think my free little German Eagle vs. Russian Bear wins. For a standard corps-army level hex-and-counter game, my free War Against Russia (WAR) wins, and for overall excitement of play, my free 9-hex-warsaw-to-moscow lotsa dice Darkest Crusade can't be beat.

... in all modesty. ☺

Lou Coatney - Game Designer - Links

www.CoatneyHistory.com LCoat.tripod.com (Free/educational mil/nav history boardgames, cardstock model ship plans, etc.)

DevGAMM Moscow 2018

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procaster travel game ii

When & Where: Orange Hall, May 17, 11:15 am

The original War Robots meta was based on only three classes of robots: light, medium, and heavy. Vladimir Krasilnikov , Head of Game Design Department, Pixonic will tell you what kind of problems you may encounter with this approach, and how to find practical solutions to these problems.

How to figure all it takes with Excel and elementary education

procaster travel game ii

When & Where: Orange Hall, May 17, 11:45 am

A lot of game designers who don’t have any higher technical education need to do math on their projects. More often than not, it is very time consuming and is a real pain in the neck, yet the results can still be disappointing. This talk from Aleksey Rehlov , Head of Russian Branch, Creative Mobile , will help you save your glial cells and attain more predictable results in the future.

Game Design by Community (based on Surgeon Simulator, I Am Bread and Worlds Adrift)

procaster travel game ii

When & Where: Orange Hall, May 17, 12:30 pm

Bossa Studios is famous for creating strange games in strange ways. Imre Jele , Co-founder, Creator-In-Chief, Bossa Studios , is going to touch on how they let go of dictatorial auteurship and embrace co-creation with their audience, allowing players to make them laugh through the irreverent comedy of Surgeon Simulator and build Worlds Adrift together, making it the first community-crafted MMO.

Neighbor’s design

procaster travel game ii

When & Where: Orange Hall, May 17, 03:30 pm

“Hello Neighbor” is unexpected YouTube phenomenon of 2017. Game that stretched its gameplay over a year long period. Nikita Kolesnikov , Game designer, Dynamic Pixels , is going to cover such questions as ‘How was it all created?’ ‘How everything worked out?’ ‘Is it fun to sleep on the floor?’ ‘How not to die?’

From idea to proposal: a method to make your game concept viable and strong

procaster travel game ii

When & Where: Green Hall, May 17, 04:45 pm

This talk will explain a method to create and revise your game idea in a new, unexplored way. Sviatoslav Torik , Product Vision Expert, Research & Development, Wargaming.net , will guide you through the whole process: from stating the idea to explained possibilities and USPs. To be totally fair with you Sviatoslav will provide a challenging game idea example as well.

Creating Game Design Tools

procaster travel game ii

When & Where: Orange Hall, May 18, 11:00 am

This talk from Konstantin Sakhnov , Head of Game Department, Rocket Jump , will cover useful cases of creation and tuning different game design tools (no need of in-depth programming skills) that can help every game designer optimise his work.

procaster travel game ii

When & Where: Red Hall, May 18, 11:00 am

Such experienced game-designers as Serge Himmelreich , Game Designer, Co-founder, GDCuffs , ARPU.GURU , Vladimir Kovtun , Creative Mobile , Sviatoslav Torik , Product Vision Expert, Research & Development, Wargaming.net , Gregory Choporov , Producer, 2RealLife , will offer publicly practical ways of gameplay improvement to 3 selected but not released projects.

Prototyping pipeline: Lessons learned

procaster travel game ii

When & Where: Orange Hall, May 18, 15:00 pm

The session of Ivan Barishnikov , Team Lead Prototyping division, Wargaming.net , will focus on prototyping pipeline. Building process from the scratch, evolving and working on mistakes. Problems that we’ve got and solutions that we’ve found.

procaster travel game ii

When & Where: Pink Hall, May 18, 04:45 pm

During this session, Pavel Sovushkin , Head of UX department, WOWlab, is going to share the insights on UX design for VR projects. You’ll learn: what actions will help you to reduce the risks and improve the quality of a project at the pre-production stage; what you should take into account to make a VR project intuitively understandable and interesting for audience; how to make a prototype of a VR project in two days.

We’re waiting for you at DevGAMM Moscow. Take the chance to learn great insights on how to improve your game design and what tools you should use. Tickets are on sale 🙂

Get your tickets

Lerika Mallayeva

Lerika Mallayeva

Email: [email protected] Skype: mallayeva Phone: +79035826001

Maria Chyrvona

Maria Chyrvona

Email: [email protected] Skype: chyrvona Phone: +380938368195

Sergey Chernobrivets

Sergey Chernobrivets

Email: [email protected] Skype: sergey_ukraine_acc Phone: +380990311747

Tori Pavlenko

Tori Pavlenko

Email: [email protected] Skype: viktory1209 Phone: +79689363486

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At first we thought it was the weather.

In the early years of the 21st century, innumerable attempts were being made to document in detail the newly discovered exoplanets in our corner of the universe. Chief among them was the dense and potentially inhabitable Patternist system. What they would discover upon arrival was anyone’s guess.

When the first transmissions were received, the existence of the Patternist Observation Mission was leaked to the public, along with the transmissions' cryptographic protocol.

That's when the events began.

IMPAKT Festival 2018

Patternist is a location-based, augmented reality exploration game.

The mobile app is currently in beta.

The desktop app is a development environment featuring multiplayer trading, chatting, and building, with topography centered around the Sofiyskaya Embankment, Moscow, Russia.

Mailing List

This newsletter, hosted by TinyLetter , will let you know about new releases and upcoming events.

Urban Augmented Reality

In Patternist, gameplay is built around urban typologies and dynamics that privilege experiences of the city residents, which often fall outside the dominant approaches to spatial analysis and development.

Each type of in-game element spawns in a different urban layer — from underpasses to security points, the elements you can collect depend on where you are in the city. As players reveal augmented reality landforms by using these elements, the alien landforms become symbolic, visual representations of the urban spaces where players originally collected elements.

Through urban augmented reality, Patternist proposes a shifting alter-landscape, transposing and transmutating everyday city passageways, prime for an alternative entry point into research on urban systems and flows.

Multi- Directional Trading

The in-game trading system is based on algorithmic matching and balancing protocols that remember players' preferences to search for likely trades, so long as the players are within proximity of one another, either geographically or in the game environment.

The system is managed by a network trade algorithm. In short, this means the game will take into account what all players are offering and try to facilitate a multi-directional trade between a network of players — from one-to-one, one-to-many and many-to-many.

With the in-game elements acting as demurrage currency, the game virtually rehearses a localized resource barter system, with a focus on the urban.

Geo- Located Distributed Ledger

As players trade game elements, the game records trades’ location and transaction data on federated instances and assigns each a unique identifier.

This effectively transforms the revealed Patternist landscape and gameplay into a distributed ledger with a real-world spatial record of transactions, which could have considerable applications for urban research and public works.

Detect, Collect, and Combine Elements

In the mobile app, your phone acts like a barometer, a geiger counter, and a metal detector all in one, alerting you to Patternist elements ambiently in your local area.

Whether you’re playing in your neighborhood or on your desktop, you can collect these symbolic elements hovering in the environment and combine them to produce new alloys, but it may require patience to encounter all 7 of the elements in the Patternist world.

7Ambient Elements, 21 Alloys

Once you have obtained complementary elements, you can combine them, 1 to 1, into an alloy — representative of a possible landform to be found on Patternist. As complex materials host a wide variety of properties, you will need to cross-reference attributes of the elements to determine the alloy's landform characteristics.

Combined Elements Create Alloys

Alloys form the tectonic qualities of the Patternist planet, its formations hovering above our own. Choosing from the 21 alloys, players can apply them to reveal a detailed alien landscape that will increase in complexity as they go.

With this combinatory system of landform generation, the possible alloys offer players a spatial riddle of geologic systems, allowing players to experiment with new topologies.

Trading Elements

In the multiplayer environment, you can trade elements with other players, but only when they are nearby. Trading is necessary for players to collect elements which may not exist in their everyday environment.

The trade menus operate based on the proximity of other players, populating your marketplace with different offers that are nearby. You can choose elements and quantities, as well as schedule trades for later.

Reveal the Patternist-3 Planet

Patternist gameplay culminates in the revelation of Patternist-3 planet landscapes, hovering above our own.

Unusual maps, trades, and encoded perspectives lay in wait as you engage with urban environments through the lens of this newly revealed exoplanet.

You may even stumble upon the source of a mysterious phenomenon in the process.

Lina Bondarenko, Martin Byrne, Holly Childs, Kei Kreutler, and Jelena Viskovic

Supported By

The Strelka Institute for Media, Architecture and Design Post-Graduate Program, The New Normal , 2017

Rhizome IdeasCity Microgrant, 2017

Mark Fridvalszki and Anna-Luise Lorenz

Aaron Gillett

Sound Designers

Sezzo Snot and Daniel Jenatsch

Patternist is currently seeking additional partners to co-sponsor further development of the app.

Please get in touch at [email protected] with any interest.

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    Download. Patternist is a location-based, augmented reality exploration game. The mobile app is currently in beta. Mobile. iOS Android. The desktop app is a development environment featuring multiplayer trading, chatting, and building, with topography centered around the Sofiyskaya Embankment, Moscow, Russia. Desktop.